#include "VertexFormats.fx"

float4x4 world_view_proj : WORLD_VIEW_PROJECTION;

struct VSOut
{
	float4 pos : POSITION;
	float4 color : COLOR;
};

VSOut VS_Ribbons(VertexPosColor input)
{
	VSOut output;
	output.pos = mul(float4(input.pos, 1), world_view_proj);
	output.color = input.color;
	return output;
}

float4 PS_Ribbons(VSOut input) : COLOR
{
	return input.color;
}

technique t0
{
	pass p0
	{
		VertexShader = compile vs_2_0 VS_Ribbons();
		PixelShader = compile ps_2_0 PS_Ribbons();

		AlphaBlendEnable = true;
		SrcBlend = srcAlpha;
		DestBlend = one;
		ZEnable = false;
		CullMode = None;
	}
}
